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  • Get rid of all units for Civ 4 !?!

    I wrote this originally to put at the end of the stacked vs. unstacked debate, but that thread is just to long and I figured it would be burried there, so I decided to put it in its own thread. Sorry this is kinda long, but I think it is well worth it.
    --GK

    War in Civ4

    Believe it or not, I actually went and read through the whole thread prior to writing and posting this. This is my idea of what I would like to see for combat.

    Stacked is the way to go. How the stacks work is what we need to decide.

    We should get rid of individual units all together.

    Yep. That’s right. Get rid of them. Instead of having cities build only one thing, city improvements or military units, let them only and always build city improvements. Of course, we would need to double or triple the number of improvements, but that is for a different thread.

    CITIES -
    Each city has an automatic set of defenders. Each city has a percentage of its production/money INDIVIDUALLY (per city) adjusted to maintain the costs. This is the equivalent to the National Guard, armed police, etc. along with local militias that may be called up in times of emergency. Your inner cities will probably spend just enough to maintain civil order, while your outer cities next to friendly states a little more, and finally those adjacent to the enemy will spend lots. This would work similar to how I have forts below.

    FORTS -
    Your workers get to build fortresses and these also automatically get filled. They are paid for out of the national treasury. Each fort can have itself set as to its condition (as well as determining how much it costs to maintain). Also, each fort has to be upgraded (much like units now are upgraded from warrior, sword, mace, etc.). So, as you advance in tech, you can upgrade that moat and bailey into a keep, then to a castle, etc.

    So, you build a moat and bailey on your border with the French. Recognizing that they are going to attack, you upgrade your fort from Standard alertness (5hp) to Ready alertness (10hp). You also spend the 150 gold to upgrade it into a Keep, which takes 1-5 turns to complete. After your little border skirmish, you soundly defeat the French and your boarder is now further away. Not wanting to pay for the full upkeep, you lower its status to Mothballed (1hp). In essence, you have a small force there keeping it in repair, but little more. Eventually, you realize that with how technology has advanced, you would spend far too much upgrading it to be effective and you set its status to be Abandoned, costing you nothing in maintenance, but its . Just thinking about it, there should be five levels of readiness – 0= abandoned (0hp), 4 = full alert (10hp). This represents the number of men within the fort as well as how far its radius of control is.

    ARMIES –
    Mobil units are recruited from the national pool. You can recruit several sizes of armies, depending on what you want to pay, your tech, and so forth. You enter your “National Military Management” Screen, click on “Create an Army” and go from there. First, you pick a spot on the map for your new units HQ. If it is inside your territory good, as this is where your army will be getting its supplies from, replacements from, etc. If outside your territory, well, I am getting ahead of myself. Just note, you can move your army HQ around. It moves just like a current unit moves in civ3. Your army itself comes into being around your HQ. Again, it takes time. Depends on the number of armies you are trying to make at once, the population of your land, your government type, your manufacturing capabilities (you have to have smiths to make all those swords and armor, and you have to have foundries and auto plants to make tanks and jeeps). Or, you can purchase the materials.

    The size of the army you get to determine. You can make corps, brigades, divisions, legions, etc. Down to say company size. Smaller sized units can be combined, and larger size units can be split. This gives control to those who want it, and helps take it away from those who don’t. Balancing will have to take place however to make this system work right. You get a bonus for attacking a smaller sized unit with a larger one, and you get a minus for having two small size units attacking a target (missed communications).

    Each army has several factors or components that make it up. Once the army is made, these cannot be changed easily or quickly (or cheaply). I would say we need the following:

    -Attack - the offensive might of the unit – all types of arms combined, swords, rifles, catapults, howitzers, etc).

    -Range - the effective distance your army can reach. A higher number here indicates either more advance technology (sword – 3 feet; rifle – couple hundred) or a higher concentration of artillery. Artillery costs more, and is also more susceptible to counterattack, and is slow. However, it can do oh so much damage.

    -Defense – how well your army can take damage. Peasants have cloth. Knights have armor. Tanks have even more armor. You get the point.

    -Hit Points – in reality, this represents the number of men and their health. Bigger armies have more HP. Armies without their maximum number of HP have taken damage (either budget wise, did you forget to sign that pay check) or have recently encountered something that it didn’t like (hmm, sent that legion against that keep, the keep fell, but the legion wasn’t worth much after the fact).

    -Mobility – how fast they move. Foot, horse, jeep. The faster it moves, the more it cost to maintain.

    -Engineering – its ability to cross rivers quickly, lay sieges, and help out your workers in building forts, roads, and other things that need to be done. Engineering costs LOTS of money, but is well worth it. The bigger the number, the more specialists you have, the more things you can do.

    -Scouting – this is the ability of your army to accurately detect threats and to assess the enemy. Any yahoo can see that the enemy has a castle up there on the mountain. But a trained scout can tell you that it is either abandoned or that its defenders are in a high state of readiness. Also, is that a company, division or brigade that we are coming up against in those woods?

    This gives amazing combinations. You can create an army of fast movers. Good on attack and defense, average on scouting, low on engineering and range, and Excellent in mobility. In ancient times, this would be your horsemen. As your technology progresses, the army upgrades and is now knights. Later on, they trade in their armor and swords for carbines and sabers. Then, even later, they trade up to either helo’s or tanks.

    Naval units – well, I am not sure about how this would work. Either something similar to the current method or some hybrid. I don’t know. I have been thinking mostly along the lines of land warfare.

    You have two lines. One connects your HQ to your capitol (or, as I would like to see, your state or province capitol that it is assigned to – although this is a different topic really). The next connects your HQ to your army. Each line is a supply and communications line. In order to remove the necessities of extra micromanagement, you can assume that the line has defenders appropriate to the size of the force it is serving. A company has far less than a brigade. However, there are blips that move along these lines that the enemy can intercept. So be warned. You loose your supply wagons, your army is gonna hurt. Or, possibly even worse, you can send information to your enemy about your unit strengths, damage, and so forth. Painful.

    The further your HQ line from the capitol, the longer it takes orders to be done (NO MORE INSTANT GRATIFICATION). The longer the HQ line to the army, the longer it takes to get re-supply and the worse your army performs in the field. IF the HQ is attacked and lost (to everybody but yourself, it appears to be just another military unit, if they can see it at all), your army basically just sits there without re-supply until you can build a new one and assign the army to it, and then rebuild the communications lines. Long, expensive, and painful, particularly if your army is in enemy territory.

    OK. That is the rough seed for my idea. It guts how things work now but it puts it back into that “epic” scale that we all think Civ should have, while still retaining the ability to micromanage how things work (if you want) as well as allowing for more detailed and realistic warfare. Thanks for reading.

    -GK
    If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

  • #2
    Most of this I like a lot, but the whole HQ/supply line/communications line is still a bit too much on the micromanagement side for an epic game.

    The idea of lines running across the board feeding individual things like that is just tedious and, to make those lines as accurate as possible, difficult to implement.

    But a question. How many armies do you think an average civilization would have (this is dependent upon the age, of course)? If it were a small number, then I might like having to deal with supply lines.

    Communications, however, should not take any time. Turns are anywhere between a year and fifty years long. It's pretty much assumed that a messenger on a horse can traverse the land a good deal more quickly than an entire army, and so there really shouldn't have to be a delay of decades to get orders out there.
    Click here if you're having trouble sleeping.
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    • #3
      I like the idea. It mostly means units are created when you give mobilization orders. They should cost money AND population when you create them. I'm not sure a HQ unit is a good idea. In fact it's not very clear. What do you move? The HQ? What about the other units in the army? Or is there jsut a HQ unit? How far in terms of tiles does it reach?
      Clash of Civilization team member
      (a civ-like game whose goal is low micromanagement and good AI)
      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

      Comment


      • #4
        Well, this is quite an idea. There are several things attractive in this model:

        -range of weapons
        -speed of army
        -engineering

        I like the range of weapons and army's speed to be directly connected to the war araments and highly variable from ancient armies to modern armies.

        Think of the British-Zulu conflict. Lots of Zulus armed with spears fighting outnumbered British riflemen. British take out a bunch of spearman when firing at range, the battle gets nasty when the higher numbers of spearman close the distance and can use their weapons against the British.

        I would echo the concern about the communication delay. I don't think there should be any -- that would make the game too frustrating for the human player. Also, even ancient armies would dispatch couriers/runners/whatever (remember Marathon?) to communicate information. Also, the ancient armies tended to be autonomous to a certain degree -- even the King would accompany armies for important fights. If Alexander the Great is in Persia fighting, should there be a delay while a message is sent back to Athens?

        Since you didn't address naval warfare, I would offer that the basics of your model could apply to navies as well.

        Instead of a HQ, you have a "flag ship". A navy is built, not individual units. If you want, you can spend additional money to build "specialists" ships (minesweepers, repair ships, supply ships). Supply would probably best be handled by sending the navy battle group back to port -- although in modern wars, there could be the option for repair/resupply - especially if you invested in the "specialists" ships.

        The navy battle groups could take many different flavors: Battlegroups centered around aircraft carriers; destroyer sub hunters; the U-Boat wolfpacks, The Spanish Armada, pirate packs, etc.

        A very intriging idea Godking. I didn't think I would be for total military abstraction, but if done right, I could warm up to the idea.
        Haven't been here for ages....

        Comment


        • #5
          Well, I was thinking along the lines of Total Art of War (an older computer game - I highly recomend it if you can find a copy. The graphics stink, but the amount of detail is amazing). What I was trying to get at is that each army shoud have some means of supply, and it should have some method of being cut.

          Regarding the HQ - I am not sure if one HQ can supply one unit, or if it can supply several. That IMO is something that would need to be play tested.

          I would hope that there would not be huge numbers of armies. Say, in a standard game, perhaps 2-5 in the ancient age and at most say around 30 in the modern age. Each army should cost a lot to support. Each should have a large area of effect. Also, the idea of forts (basically, static units) and each city automatically having defences should eliminate the need for many units that are currently within the game.
          If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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          • #6
            This is a completely ahistorical idea - not necessarily dumb, but completely ahistorical. Sure, probably other than the Romans, standardised units are a very modern thing, but that doesn't mean there weren't distinct groups of standing forces. There were, just that they were highly variable in size and strength.
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

            Comment


            • #7
              This does allow them - they are called "armies". It's just that control is a bit removed.

              In fact, this could work rather nicely with a floating-point coordinate map.

              Comment


              • #8
                I don't really like this idea.

                a) What's this about abolishing units? Not only is that not a good idea, but its not what you've done. Your idea does have units - they're just not made in cities, they're "made" in the field from a pool of your whole civ's resources. Additionally they're only allowed to exist except within a stack... it's not as radical as you make it out to be.

                Lets just look at the units coming from cities vs. units coming from the pool question. That idea is particularly un-civ, and is especially unbalancing in the ancient age where the time it takes to walk from one side of your empire to the other is a natural limit to your ability to resupply.

                As for the existing only within a stack issue, this limits tactics. Imagine I have a stack with tanks infantry and artillery. I rout the enemy who retreats on a road down the valley. Anticipating this I had another stack waiting for them to cut off their retreat. I should now be able to pinch them between the army holding the road, and the infantry and tanks pressing the attack... but wait because my artillery can't exist separate from my tanks and infantry, I can only press the attack as fast as my artillery can go (which is slow as molasses).

                I would much rather have stacks act as loose groupings of units which could split into smaller groups and move on their own so that faster moving units could press an advantage if need be.

                b)the idea of having an HQ and supply lines is entirely seperate from the idea of "building" troops in the field. You can have HQ's and supply with units built at cities, and you can have units"built" in the field without HQ's and supply.

                As such you can judge the merit of the idea of supply seperate from the "unit's only exist in stacks" idea.

                The reason I don't like the supply idea is that it requires a ton of micromanagement without adding the tactical decisions that a supply system should entail. By making the supply lines have an inate defense, I don't have to make a choice of whether and how to defend my supply lines - they're defended automatically.

                If my HQ doesn't move, I'm forced to constantly rebase my armies to more advanced HQ's which is a real micro hassle.

                If the HQ is a movable unit, then why not just move it with the army?

                I'm not real sure which of civ3 or CTP2's problem's this idea solves...

                Comment


                • #9
                  Wrylachlan, GodKing's proposal is indeed not as extreme as the title suggests, but it is indeed vague. I'm not sure about HQ being stacks, not about chasing armies. If you've got very few armies in ancient times, then you will probably not habe retreat options available. By having only a few armies, you would have to let go of tactics in favor of only higher level strategy, thus no routing of armies but a fight once which simulates the whole fight. But then the proposal is vague in terms of how many units are together and whether they are in the same tile or not.

                  The main point in the proposal is not to have standing armies, which requires costs in mobilizing armies, both in terms of money and population. You couldn't muster a big army on your borders unless you have enough population there. If raising and upkeeping an army cost much, then this wouldn't be unbalancing.
                  Clash of Civilization team member
                  (a civ-like game whose goal is low micromanagement and good AI)
                  web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                  • #10
                    Originally posted by LDiCesare
                    The main point in the proposal is not to have standing armies, which requires costs in mobilizing armies, both in terms of money and population. You couldn't muster a big army on your borders unless you have enough population there. If raising and upkeeping an army cost much, then this wouldn't be unbalancing.
                    This is currently modelled by the upkeep cost. If you built a big army for a specific war, but don't want a standing army of the same size, disband. If you want to factor population size in, then give units a "population upkeep" which would use up a population point for a military unit, the same way as for a worker. Again, after the war disband, and the population point returns to where it came from.

                    There are a lot of easier, and more intuitive ways to model this than what he's talking about.

                    Comment


                    • #11
                      This is currently modelled by the upkeep cost. If you built a big army for a specific war, but don't want a standing army of the same size, disband. If you want to factor population size in, then give units a "population upkeep" which would use up a population point for a military unit, the same way as for a worker. Again, after the war disband, and the population point returns to where it came from.
                      This is not demobilisation. Now disbanding is very well, but it means you'll need one century to rebuild an army, which is a bit extreme. The point is that currently no player will ever play without a big army (except in weird situations like OCC) just in case he gets invaded, because you can't muster a significant defense rapidly.
                      In CtP2, though, there is a richer model than in civ, where you can pay full upleep price or only a portion thereof in exchange for less effective units. However, I found out that demobilising was usually too dangerous to be very useful. I don't think any civ game proposes a good solution for mobilization/demobilization.
                      Clash of Civilization team member
                      (a civ-like game whose goal is low micromanagement and good AI)
                      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                      Comment


                      • #12
                        Well, just thinking some more along these lines and hoping to address some concerns and Q's that this idea has risen:

                        Each civ would have its own style of army. Rome would get centuries, where 10 centuries make a legion, and 3 legions are a division (I think that is what it was around 200 ad, but it has been a long time since I studied it and could easily be mistaken). As they get into the industrial age, the size and composition of the army changes. So on and so forth. Each civ would be different, and hopefully based on some historical model.

                        When you form a unit, you have to assign it to a HQ (or something. A whatever, as I have not yet convinced myself that the HQ is the way to go, but so far I have not thought or heard of anything better). You can make up each century, or just let the AI handle it. You can create the equivalent of all cavalry centuries, or all infantry, or whatever. The century itself must be all of one type of unit. As the centuries combine to form legions (and there is no reason that the legion has to be all of one type of unit) you get your mix determining the percentage of the whole unit. The same thing works for when you combine the legions into divisions.

                        You use your army for 3 things. Internally to your civ, it acts like a super fortification where it is stationed at. Secondly, it acts as a mobile defense, attacking invading armies. Thirdly, when you send it outside your border, it attacks the enemy.

                        While attacking the enemy, there is a toggle. You want to control each legion, fine. That way is just like civ is currently. Long and tedious. You will probably get many of those people who would like this, but that is what I want to try and eliminate. Mostly, you just have the AI march in. You tell the division, composed of two full legions and a third that is mostly full (or whatever you ordered and had the money and time to mobilize) to GoTo X. Now, the army (division) is basically taking up one grid space, but it has an attack range based off of its tech and composition. Say in rings, with terrain providing advantages. You are on top of a hill, your catapults shoot much further; if you are hiding behind a mountain, the enemy has a hard time shooting at you (if he can even see that you are there). As your army encounters the enemy, it stops and asks for orders. I envision a military advisor, not on a separate screen, but a small information window similar in size to the mini map that is open all the time. Your general tells you the situation and offers options.

                        Say they encounter a keep. Your scouting ability tells you what your people perceive the strength of the keep to be, and your general reports that he can attack the keep, but will probably loose a legion in doing so, or he can stay and siege the keep, ending your turn, which may end next turn or may continue, or you can order him to bypass the keep, exposing his flank or rear to possible enemy attack; or any other number of options that are available. You tell it to attack, and discover that your scouts stink and that the keep was only lightly defended, and take minimal casualties. Moving on, you encounter another army. You tell your general to Attack. He determines how. You don’t have to bother with telling him to encircle him, flank him and so forth. He just moves into the same grid (or hex, or whatever), and does his best. If you want to control it, you can do so, either by the mini menu (where a bunch of commands are available) or you can click zoom in and move each or your centuries independently. Personally, I would envision an AI that uses probability with many factors and a small bit of randomness to resolve these battles fast. But if you want to zoom in, and explode your whole hex into 30 or 100 or whatever number of hexes, then you can move each and every century taking into account its attributes.

                        Now, if you want to run your own force, and you have the time, go for it. You encounter a river, send you engineers across. You want to siege a city, move your centuries to surround it and keep them there to prevent the keep from getting supplied.

                        This system is designed to hopefully let those who want to do so have that ability, but for that average player, to just focus on their entire civ. Flexibility is the key. If you want a battle simulator, this can act as one. If you want to run a civ and leave your wars to your generals, you can do that as well.


                        The HQ, well, what I want to do is simulate the idea of two things. One, you can chop off the head of your army, the general or first prime or war leader or supreme Amazon or whatever. Just attack and kill it, significantly reducing its field effectiveness. Secondly this will give you the ability to sack a baggage train or the armies’ supplies. These are both historically important traits in warfare that I want to somehow add into the game. How to do this I don’t know yet but this is the best way that I have thought of so far. Any other ideas to help improve this are more then welcome.

                        Oh, and yes, I did exaggerate the title of this thread, but only a little bit as this system (in my mind anyways) is so radically different from how any of the three previous civ games have handled warfare as be in essence scrapping the build a pike, build a horse, etc. system.

                        Hopefully this (or something like it) will change civ from a build an army game and march against the AI and see who takes over the world first game to one that is more balanced in terms of what you can do to win this game. (And yes, those of you who know me from the demo games know that I am a war monger and do enjoy that style of play more than a builder approach, but that is just the way that these games are geared).

                        --GK
                        If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

                        Comment


                        • #13
                          Originally posted by LDiCesare
                          I don't think any civ game proposes a good solution for mobilization/demobilization.
                          Several reasons. First: mobilisation is not just about throwing units together from reserves. It means getting the whole nation in gear, ready for war. Possibly starting something like a wartime economy. Second, calling up reserves takes much less than a year, which is the shortest time span you have in the game.
                          (\__/) 07/07/1937 - Never forget
                          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                          (")_(") "Starting the fire from within."

                          Comment


                          • #14
                            Originally posted by LDiCesare
                            This is not demobilisation. Now disbanding is very well, but it means you'll need one century to rebuild an army, which is a bit extreme. The point is that currently no player will ever play without a big army (except in weird situations like OCC) just in case he gets invaded, because you can't muster a significant defense rapidly.
                            In CtP2, though, there is a richer model than in civ, where you can pay full upleep price or only a portion thereof in exchange for less effective units. However, I found out that demobilising was usually too dangerous to be very useful. I don't think any civ game proposes a good solution for mobilization/demobilization.
                            None of this is a factor of the game mechanics itself, only of the balance decisions. Currently units cost a lot of shields to build (taking time) and have a relatively low upkeep. This makes the efficient behavior be - build a huge army and hang onto them during peace time. If units cost drastically fewer shields, but had a much higher upkeep, everyone would "mobilize" for war and "demobilize" at the end of war time. My point is that the mechanics of mobilization/demobilization are already in the game, you just need to tweak the values to make it work - not totally change the mechanics.
                            Originally posted by Godking
                            When you form a unit, you have to assign it to a HQ (or something...You can make up each century, or just let the AI handle it. You can create the equivalent of all cavalry centuries, or all infantry, or whatever. The century itself must be all of one type of unit. As the centuries combine to form legions (and there is no reason that the legion has to be all of one type of unit) you get your mix determining the percentage of the whole unit. The same thing works for when you combine the legions into divisions.
                            How is this less MM than the way it currently works? We currently have an AI in the form of having the Governor build only military units (granted its not the best AI, but that's a problem with implementation, not the idea itself). We also heve the flexibility to choose units ourselves. We have the choice to group those units together as stacks, and use very little MM or to move them individually. How is this idea less MM?
                            You use your army for 3 things. Internally to your civ, it acts like a super fortification where it is stationed at. Secondly, it acts as a mobile defense, attacking invading armies. Thirdly, when you send it outside your border, it attacks the enemy.
                            Again, how is this any different from how it currently works?
                            While attacking the enemy, there is a toggle. You want to control each legion, fine. That way is just like civ is currently. Long and tedious. You will probably get many of those people who would like this, but that is what I want to try and eliminate.
                            It's already eliminated by stacked movement
                            Mostly, you just have the AI march in. You tell the division, composed of two full legions and a third that is mostly full (or whatever you ordered and had the money and time to mobilize) to GoTo X. Now, the army (division) is basically taking up one grid space, but it has an attack range based off of its tech and composition. Say in rings, with terrain providing advantages. You are on top of a hill, your catapults shoot much further; if you are hiding behind a mountain, the enemy has a hard time shooting at you (if he can even see that you are there). As your army encounters the enemy, it stops and asks for orders. I envision a military advisor, not on a separate screen, but a small information window similar in size to the mini map that is open all the time. Your general tells you the situation and offers options.

                            Say they encounter a keep. Your scouting ability tells you what your people perceive the strength of the keep to be, and your general reports that he can attack the keep, but will probably loose a legion in doing so, or he can stay and siege the keep, ending your turn, which may end next turn or may continue, or you can order him to bypass the keep, exposing his flank or rear to possible enemy attack; or any other number of options that are available. You tell it to attack, and discover that your scouts stink and that the keep was only lightly defended, and take minimal casualties. Moving on, you encounter another army. You tell your general to Attack. He determines how. You don’t have to bother with telling him to encircle him, flank him and so forth. He just moves into the same grid (or hex, or whatever), and does his best. If you want to control it, you can do so, either by the mini menu (where a bunch of commands are available) or you can click zoom in and move each or your centuries independently. Personally, I would envision an AI that uses probability with many factors and a small bit of randomness to resolve these battles fast. But if you want to zoom in, and explode your whole hex into 30 or 100 or whatever number of hexes, then you can move each and every century taking into account its attributes.

                            Now, if you want to run your own force, and you have the time, go for it. You encounter a river, send you engineers across. You want to siege a city, move your centuries to surround it and keep them there to prevent the keep from getting supplied.

                            This system is designed to hopefully let those who want to do so have that ability, but for that average player, to just focus on their entire civ. Flexibility is the key. If you want a battle simulator, this can act as one. If you want to run a civ and leave your wars to your generals, you can do that as well.
                            The basic problem with this is that if there's no game advantage to being a better tactical thinker, and controlling the units individually, then your tactical skills go to waste and those who like tactical play will not be happy. If on the other hand there is an advantage to tactical play, then using the group movements will put you at a disadvantage vis a vis tactical players, which will of course necessitate that you use tactical play. This is a fundamental law to any war game, and one that no amount of flexibility will circumvent.
                            The HQ, well, what I want to do is simulate the idea of two things. One, you can chop off the head of your army, the general or first prime or war leader or supreme Amazon or whatever. Just attack and kill it, significantly reducing its field effectiveness. Secondly this will give you the ability to sack a baggage train or the armies’ supplies. These are both historically important traits in warfare that I want to somehow add into the game. How to do this I don’t know yet but this is the best way that I have thought of so far. Any other ideas to help improve this are more then welcome.
                            This could be easily added in the form of a unit that confers an attack bonus to any units in its radius. (Think auras in WarCraft3).
                            Oh, and yes, I did exaggerate the title of this thread, but only a little bit as this system (in my mind anyways) is so radically different from how any of the three previous civ games have handled warfare as be in essence scrapping the build a pike, build a horse, etc. system.
                            But you're not scrapping the build a pike, build a horse. "You can create the equivalent of all cavalry centuries, or all infantry, or whatever" You're just changing the "build a cavalry unit in a city" to "build a cavalry century in the field". Since century versus unit is a matter of semantics (a unit is generally accepted as a representation of a group of like units) the only real difference is where they are created.
                            Hopefully this (or something like it) will change civ from a build an army game and march against the AI and see who takes over the world first game to one that is more balanced in terms of what you can do to win this game. (And yes, those of you who know me from the demo games know that I am a war monger and do enjoy that style of play more than a builder approach, but that is just the way that these games are geared).
                            The fact that Civ3 (and every other civ pretty much...) favors warmongering is not a result of the mechanics. If is the result of balance choices. It would be ridiculously easy to mod civ3 in such a way that warmongers consistently loose. Make all military units move slower, cost more, and make defensive units significantly more cost effective thatn offensive units. Then increase the defensive bonus of walls, fortresses, etc. The result would be a defensive game, and whoever went on the offensive, would be almost sure to loose.

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                            • #15
                              None of this is a factor of the game mechanics itself, only of the balance decisions. Currently units cost a lot of shields to build (taking time) and have a relatively low upkeep. This makes the efficient behavior be - build a huge army and hang onto them during peace time. If units cost drastically fewer shields, but had a much higher upkeep, everyone would "mobilize" for war and "demobilize" at the end of war time. My point is that the mechanics of mobilization/demobilization are already in the game, you just need to tweak the values to make it work - not totally change the mechanics.


                              in addition, you could make having a unit for a certain amount of time give it a bonus (not veterency), say "professional" or "trained", which would simulate those who DIDN'T do stuff like this - for example, America.

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